I want to cap off my initial thoughts on quality encounters. We've covered a good amount of ground in the first I - IV (a quick search on the site will find them) and I want to end that first wave of thoughts with the idea of planting the germ of an idea that another encounter lies past the first and one beyond that still, to perpetuity (or your ending). Its separate from building suspense though obviously related. Think of it as a string theory of linking one conflict to another, using any pattern you desire.
The game mastering trick is to plant the seed of another encounter or encounters, within the one you introduce. I tend to introduce both subtle and blatant links, doing my best to give my players a spectrum of choice that is truly no choice. They get to pick among the many but all roads will lead to my destination.
The best subtle clues are those that don't occur to the player until later in the game or even future games. These you can nurture and grow slowly to create suspense and desire. Less subtle clues will not be understood until some future point or are know as parts of a whole and so forth. Blatant is, well, blatant. That's the written note that gives information or the garb of the enemy that tells you they are from x place or any of the who, what, where, when, and why combo.
Cast your seeds widely and nurture them. Planting them in this manner gives you a smorgas board to pull from when you need it.
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